This is something I have been thinking about as I write, and I think much of it comes down to the storytelling-game aspect of choices.
I have decided to recognition two types of choices: Game meaningful choices and personally-meaningful choices. Intersection between these in CoG games is rarer than either but is what really makes a text based choice game good.
Example 1. A crude personally meaningful choice:
Chose your eye colour, chose your hair colour, chose your age etc etc.
These choices might mean a lot to the reader, but as far as the game goes the are meaningless.
Example 2. A crude game meaningful choice:
Will you use your bow or your sword, will you go left or right, will you invest in repairing the walls or repairing the keep.
These choices mean little to the reader emotionally or personally, the reader is trying to pick the “best” choice. This is what you have in block 4 of your choice examples
Now, the question which really arises for me is how can game-meaningful choices have an emotional aspect, and how can personally meaningful choices be either difficult to make or “meaningful” - either of these make for very good choices.
Example 3. game meaningful choices with an emotional aspect - tradeoffs
A) Your third block of suggested choices does this, because it provides a selection of choices where each choice has advantages and disadvantages. The player is forced to make trade-offs for their goals - there is a sense of loss and hard decision making in the choice.
B) This can also be done through path opening and closing - provide two options which the player will want to do, each with benefits and costs, but they may only take one. Will you help A or B, will you try and learn more or will you protect what little sanity you have left, will you complete your homework or bunk off.
These choices emotionally invest the player in the mechanical choice. No longer is the player simply pushed to pick “i use gun” because at the beginning they picked “i am good with gun”; nor can the player achieve everything that they might wish.
Example 4. Personally meaningful choices which are relevant to game-play
In games with any sort of graphics, physical character customization appears on your avatar, you tend to see the choices you made in front of you. In text based games this normally boils down to checking the stats page and seeing “Hair colour: Purple with pink bits”. Not only is it a purely cosmetic choice, but it is less so than if you had some sort of visual confirmation. The question arises then, how can you tie these into the game.
I can see why these choices are added into a game, but lots and lots of purely personally-meaningful choices with no reflection in the “game world” becomes shallow and a significant part of the game is taken up with irrelevant customization - it is also easy to do, so there is a high degree of similarity between the start of many GoG works in progress.
Here is a little example in my game of making the players height relevant, and reminding them that they picked these options at the beginning.
There is a knocking on your door. You open it, finding Solaria standing just outside.
*if height != "very short"
She looks up at you
*if height = "very short"
She looks at you
and asks if you want to go for a walk in the gardens with her.
Here the character the player is interacting with is very short - unless the player is also very short she has to look up at you, it reminds the player of the height difference/similarity between the two of you. These take time to do but they can work towards making a personally meaningful choice feel game-meaningful without penalizing the player for their personal-choice
Emotionally invest your reader in the choices, make some of them difficult for the player to make. Ensure there are consequences to decisions. Meld the choices and the story together. Tracking the users choices through setting variables on and off then providing little (or large) callbacks to them can work to make the player see the consequences of their actions, and if these are included then your player will become more invested in their choices.